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Re: Tactical Takeover 5... Share your stories.. Post your pics

I remember that silenced rifle at Village. I think you took out 1-2 of my squad members before I got you on top of a stairwell leading to the roof.

You have to ask please... Maybe next time.
I just thought it might be useful to have one on this game. I have never had anyone covering me either. The thing is you dont need bodyguard if you have a proper squad. Everyones first assaigment should be to stay next to SL.

It must have been someone else on Village, as I wasnt there at all during the whole game. Our squad went to Military Compound in the beginning.

Re: Tactical Takeover 5... Share your stories.. Post your pics

This operation was one of the best ARMA events I've attended. As the driver for an OPFOR FOB team, I was thrilled with the excellent teamwork of Spook and Karmichael. Together we managed to deploy two FOBs within the first 5 minutes of action before going back to the main base for more.

Swedge deserves enormous credit for balancing the responsibilities of CO and SL for the logistics squad. Aspiring SLs and COs can learn a lot from Swedge's style of ensuring everyone has clear objectives and instructions, prioritising incoming requests, and trusting his subordinates to use their own initiative because he knows that they understand his master plan.

I admit that I took personal offense at the BLUFOR team who destroyed MY FOB at the silos at the airfield, and then had the audacity to build their own FOB on the smoking rubble of mine! I took great delight in emptying my RPK into their truck when they attempted to do the same the FOB at the NW of the airfield, although it was a little disappointing to only find one body in the wreckage afterwards... It was also a wonderful feeling to mow down the infantry who tried to engage us at the offending BLUFOR FOB at the silos, while Peanut set up the BLUFOR TOW and obliterated the FOB crates!

Apart from casual gaming on the TG PR servers, this was my first experience with TG. What stands out most is:
* It was very well organised, with minimal dicking around to start
* Discipline was excellent! Admins asked everyone to do nothing while the mission started, and with only 1 or 2 exceptions, everyone willingly complied
* Leadership and teamwork were outstanding. This is what makes ARMA worth playing, and leaves you on a high after the mission.
* Even with the obvious international mix of players, communication was always clear and concise, and there was no irrelevant chatter on comms

Re: Tactical Takeover 5... Share your stories.. Post your pics

It was good fight after all even was frustrating from time to time for us but after I seen Opfor video more things are clear now they make hell of the pressure on our positions. Once they take initiative on battlefield didn't loose it maybe just in few moments but for a short period. Against such enemy we didn't have chance.

Re: Tactical Takeover 5... Share your stories.. Post your pics

MasterCaution, you did a fine job mate. The CO is just one ingredient in the mix. Sometimes you end up with a good or bad cake regardless of how the CO performs. Luck plays a huge part too. All that anyone can control is what they do as an individual, and try improve each time. The rest is the chaos of battle! So, thanks for going CO!

Interesting to see your observation, Rabbit, about suboptimal RP deployment. We had the same issue some times. Maybe room for some training or more thought in that area. I mess them up a lot.

Originally Posted by Jack Bauer

Im kinda used to Arma where the CO will guide the other squads to where they want to go.

Yeah mate you will still see that style often in Arma with some CO's, it's not a deficiency on your part or anything or unique to PVP. It's just about personal styles and preferences. I'll tell squads where to go when I think they need to go somewhere, but I'm also happy for them to often advance or hold as they see fit. I just have a personal preference around trying to decentralise command and control as far as possible. I've got some notes on the subject, I'll try write them into something a bit more meaningful some time. It has it's pro's and it's con's like anything. I find that it mirrors current public gameplay styles better, particularly without the CO module in the mod yet too. Some CO's are more prescriptive and that's fine too, that's just their way and it works for them. Different squad-leaders have their own preferences too. Different CO's advance at different speeds too. A slower and more deliberate CO style creates its' own advantages and disadvantages.

Bhante, your point about sequencing FO capture/defends more strictly is well-taken. I imagine that when the CO module becomes available it will hopefully be easier to tell at-a-glance which squads are at which objectives. I recall your suggestion at one point to hold the objective until the rear squad finally arrived and it was cool with me at the time. I suppose it's always a risk-assessment about, "Will the speed advantage gained from pushing up and leaving this objective now, outweigh the risk of leaving it undefended for x seconds?" The answer will be different in different contexts. Alternatively, you could just make it standard procedure that you don't leave one objective until a reinforcement squad has arrived, but then you may sacrifice a certain amount of speed.

Nice map notes Rabbit! Rabbit, at Orchards before your guys found me I heard you say, "Remember guys, we're just harrasing them" which confused me a fair bit at the time because we were the only defenders there and you were the only attackers there, as far as we knew. I was worried you were trying to capture Orchards and when you mentioned 'harassing' I assumed Blufor must have another squad moving into position at the rear objective ready in place for when you captured Orchards. Fortunately, I decided there was nothing I could do about it anyway and we eventually got Orchards back

Rabbit, when you killed the 6 FO's, how many did you kill with our FO crate Metis' and how many were with satchels? The FO crate AT unload is a problem I've been having a think about and haven't come up with a solution yet Maybe we'll have to stick to MG FO's or disassemble the Metis' each time and try hide the bags near bushes Did you guys patrol the build boundary borders looking for FO's or were you responding to troop activity and friendly FO spotting reports?
You did indeed hear me say at one point, "You're killing me rabbit."
Rabbit, love the 'Mahna Mahna' song mate!

Re: Tactical Takeover 5... Share your stories.. Post your pics

Originally Posted by Swedge

I just have a personal preference around trying to decentralise command and control as far as possible. I find that it mirrors current public gameplay styles better, particularly without the CO module in the mod yet too.

Interesting. I wish there was a bit more chatter between SLs during non-organised matches as well.

Originally Posted by Swedge

I assumed Blufor must have another squad moving into position at the rear objective ready in place for when you captured Orchards.

This was the plan. We were supposed to be creating anarchy as much as possible and leaving the objectives to the other 3 squads.

Originally Posted by Swedge

Rabbit, when you killed the 6 FO's, how many did you kill with our FO crate Metis' and how many were with satchels? The FO crate AT unload is a problem I've been having a think about and haven't come up with a solution yet Maybe we'll have to stick to MG FO's or disassemble the Metis' each time and try hide the bags near bushes Did you guys patrol the build boundary borders looking for FO's or were you responding to troop activity and friendly FO spotting reports?

All done with satchels. 3 spotted by our squad, 2 by wormeaten's squad and 1 by MasterCaution. As said above, 2 engineers in our squad of the 4 available so it was our job to do this regardless.

I don't the Metis/TOW thing is an issue on a CQB map such as Rasman. Static weapons don't play as much as a role due to cover from buildings, valleys and trees and as such FOBs also won't be engaged from a distance. Indeed FOBs could be destroyed in close proximity by static AT in a desperate measure, but unless it's a map with large hills like Sisyphus you risk self-harm due to the angles. Fencing the FOB off with barbed wire from the enemy's own often undeployed sandbags is another fun option I've seen and would deny the enemy an extra FOB build if they're already a their limit, given that you cannot demolish (via option) fortifications constructed by the enemy.

These are just my opinions though. If the enemy FOB isn't crucially reinforcing a contested point and I'm feeling particularly nasty though I set the 3 satchels on 2 minute timers, 2 minutes apart from each other. Hopefully this lures in unsuspecting enemy spawners for a couple of cheeky kills.

Re: Tactical Takeover 5... Share your stories.. Post your pics

I make it a standard operating procedure to breakdown all weapons at friendly FO's as it only takes a second to reassemble them and all the enemy can do is steal the weapon or tripod but they can't use them.

I'm not sure if this deserves a thread but I am befuddled on how to maintain squad cohesion via RP.
IF you wait for the dead to spawn you lose momentum and if you don't wait then you are straggling along with an underpowered squad.

You have to be trusted by the people that you lie to,
So that when they turn their backs on you,
You'll get the chance to put the knife in.Pink Floyd "Dogs"

Re: Tactical Takeover 5... Share your stories.. Post your pics

If you're trying to hold an objective with an outnumbered squad in an urban environment like Orchards, then let them trickle into the objective and pick off the enemy.

If you're assaulting a FOB in open terrain from a hidden RP point, then regroup after each wave to increase the volume of fire you can put on each contact.

I don't think you can wrong though with telling people to at the very least move-out in pairs. The counter intuitive thing is that it's actually disadvantageous to have squad members group-up in an urban environment for ArmA2, as CQB in this game is terrible and grouping just gives the enemy more kills c.f. games like SWAT4 which is made for indoor play and 'stacking-up' etc.

The hardest thing is telling the squad to disengage or hold moving-out from the RP as everybody gets that 'blood lust' going after the first contact...I know I do.

Re: Tactical Takeover 5... Share your stories.. Post your pics

So very true about the RP situation. I feel that this is a major issue the SLs have to deal with and what I delt with in the event. My squad did fantastic asking where to spawn or I myself making it know where to spawn if you went down. What saved my squad is FOB4 that was on the west between the runway and North Gate.

I believe buddy team movement in PR is a must!!

TacticalGamer Arma Pathfinder - Callsign Pathfinder "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population....Tactical Gamer is not mainstream. We are not trying to attract mainstream gamers" ~ Apophis

Re: Tactical Takeover 5... Share your stories.. Post your pics

Aztec and I were the BLUFOR sniper/spotter team raining havoc and malcontent on OPFOR troops all over the city. In particular, I know we got somewhere around 10 confrmed kills near courtyard and probably an equal or great number around mosque.

Definitely had some panicked moments as we were ambushed from about 200m SE of Mosque Zone. Thankfully, Aztec -- who was slightly less experienced -- handled my commands like a pro and I think when all was said and done had only become incapacitated once out of the entire mission, with my record being slightly more favourable at around 20 kills and no incapacitations or deaths.

When we first got into position -- which was a little late thanks to some technical issues on Aztec's part -- we were near the Military Base. We made the mistake of skylining ourselves and a hostile vehicle actually drove within 150m of us and didn't see us. We promptly reported that, hunkered down, and began picking off targets near courtyard after I hit 2 squad members bunched up near a telephone pole at 1400m. Both were 1-shot incaps. The OPFOR squad popped smoke and was able to recover the bodies and I presume revive/bandage their fallen comrades.

I recall one RPG gunner in particular near the SE side of town, sort of near courtyard, who popped out of a doorway a few times too many as a BLUFOR truck had just passed him and I told Aztec, "If he presents one more time, I'm taking the shot." He did, and he died. We wrecked the OPFOR team, and I think our intel was invaluable when we were able to provide it. It's hard in such a target-rich environment to give contact reports up the chain-of-command, especially since snipers/spotters operate largely independently. The most I was able to do was say things like -- and this actually, come find out, was Joku's squad -- "Enemy squad in a blue-trimmed building near courtyard."

P.S. Joku and squad, I hope it unsettles you guys to know that I had been watching you and had a few shots for at least 10 minutes. You guys were lucky to never come near those particular windows again because I had your number.

Now, this is ArmA, and not COD, so I know KDR isn't important, but I think that your death count speaks volumes on the level of tactical decision-making that you and your squad employ. I have repeatedly shown either in "Ground'n'pounder" squads, or sniper/spotter, or even as light armour commander that the safer you play, and the better your decision-making, the better your score looks. It's entirely possible to be a healthy integral part of the team and still have a score that looks sexy.

Re: Tactical Takeover 5... Share your stories.. Post your pics

Originally Posted by LordFuzzywig

The most I was able to do was say things like -- and this actually, come find out, was Joku's squad -- "Enemy squad in a blue-trimmed building near courtyard."

P.S. Joku and squad, I hope it unsettles you guys to know that I had been watching you and had a few shots for at least 10 minutes. You guys were lucky to never come near those particular windows again because I had your number.

Now, this is ArmA, and not COD, so I know KDR isn't important, but I think that your death count speaks volumes on the level of tactical decision-making that you and your squad employ. I have repeatedly shown either in "Ground'n'pounder" squads, or sniper/spotter, or even as light armour commander that the safer you play, and the better your decision-making, the better your score looks. It's entirely possible to be a healthy integral part of the team and still have a score that looks sexy.

There was no Joku's squad. There was Bhantes's squad, praise for him about stepping up for the role. Squad leading can be irritating at times. I finally got in to that building for those last 2-5 minutes though (Was looking for medic and found one, thank to him for healing my ass) Rest of the squad spent there more time if I recall correctly.

Mad Rabbit it is true that this game has kind of poor CQB but it is not that bad that everyone should wonder lonewolfing around cities, two pair of eyes is always wider view than one. And like you said yourself: "I don't think you can wrong though with telling people to at the very least move-out in pairs." The major issue about CQB is the guns that get stuck on door frames. In real life handling even the bigger guns is not anything near this difficult indoors, and you can fire without aiming in tight spots past doors without compromising your health easily, and that is proven to be very effective.

Direct channel was and is more effective about telling where enemy is as you know immediately who is speaking according to voice direction. Speaking on squad channel might just block someone from hearing the enemy footsteps.

Maybe next time trying that no one moves away from any base alone without order? If there is rally next to squad then join others of course, or leader can setup rally if there is not. The blood thirst is the baddest squad killer in any game, as no one is scared to die. That scattering happened to our squad as well and atleast once I tried to hold our guys when SL was coming behind but it kind of went to deaf ears.

It was great game anyway and many times I was just watching the map how our team was working organized nicely. Should have filmed those maps more.

Re: Tactical Takeover 5... Share your stories.. Post your pics

Originally Posted by LordFuzzywig

"Enemy squad in a blue-trimmed building near courtyard."

You cheeky git.
Yeh I remember that moment well.
We were taking shots from all directions at that point. Then an APC showed up and started putting indiscriminate shots into the building. That's the very moment our RP bag had tripped out and I had to tell the squad the get the hell off the second floor as bullets starting breaking through the windows. Sure enough, while all hunched up by the stairs a few of us were still presentable on the east side of the building because of more windows, "get off the stairs quick!"
We made it out alive, but it was a horrible feeling thinking I had just walked us into the ArmA equivalent of fish in a barrel.
The time will come when we get enough dedicated players, that there will be patrol squads tasked with tracking and neutralising sniper threats. We'll cut off your index fingers!